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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ullyses
Sounds Of Violence
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Posted - 2008.05.23 04:51:00 -
[481]
I fully Endorce / Recomend this Product / Service / Idea
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Lusulpher
Raddick Explorations
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Posted - 2008.05.23 05:01:00 -
[482]
Originally by: I****ar senpai CCP, really, give some comments on this subject.
Maybe you want to keep it a surprise, but still. People want info, that's the human nature :).
I don't see a single downside to this plan. You (ccp) won't lose money (accounts need to be activated to continue the queue), people will be happier in general because they can get in that capital ship without getting up at 3 am to switch skills to keep the optimum skill queue going. You will get more new players to actually buy an account = more profit ;).
Stated months ago, but the fear was macro-management of alts for sale or for macroing...
Seeing as how CCP is losing the war against macroplayers and fighting ISK salesmen directly, they really should just go ahead and get us this important fix. Live and Let Die...All of it...null |
Astral Water
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Posted - 2008.05.23 05:10:00 -
[483]
Signed. Excuses. Even one in the queue would be invaluable.
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Veryez
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Posted - 2008.05.23 19:44:00 -
[484]
Signed and agreed with. There's another long post on this here:
http://oldforums.eveonline.com/?a=topic&threadID=531551
Even a 24 hour que would be a huge help.
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Hesod Adee
Xen Of Onslaught
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Posted - 2008.05.23 22:31:00 -
[485]
Originally by: Musashibou Benkei so Hesod, you're saying taht you don't want a skill que?
No, I've made it quite clear that I want the skill queue in my other posts. It's just that I read your previous post as saying CCP won't introduce a queue because it will reduce their profits, so I responded to say how I don't see the queue reducing their profits.
So I apologise for reading your post wrong.
Originally by: Veryez Signed and agreed with. There's another long post on this here:
http://oldforums.eveonline.com/?a=topic&threadID=531551
Personally I see two threads covering the same issue, and I feel that the other one is in the wrong place (we are asking for changes to the game), so I don't pay it any attention. So if there are any arguments in there that need answering, could someone either copy/paste them here or link directly to that post ?
Originally by: I****ar senpai CCP, really, give some comments on this subject.
If we get enough support here, I think it would force CCP into giving a reply
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MentaFox
StarHunt Fallout Project
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Posted - 2008.05.25 23:22:00 -
[486]
/signed ----------------------
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ninjaholic
Aliastra
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Posted - 2008.05.25 23:31:00 -
[487]
Hell yea, skill queue pls.
But just one skill in the queue at most!
Eve O's in-game fight record tool!! |
Hesod Adee
Xen Of Onslaught
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Posted - 2008.05.26 00:46:00 -
[488]
Originally by: ninjaholic But just one skill in the queue at most!
Why only have one skill ?
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ceyriot
Induseng Enterprises R0ADKILL
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Posted - 2008.05.28 00:59:00 -
[489]
/signed, doesn't even matter how many can be in the thing...
Faction Store - Killboard |
procurement specialist
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Posted - 2008.05.28 01:10:00 -
[490]
Quote: The Devs have stated on a number of occasions the reasoning behind the decision to not introduce a skill queue system and a web-based interface for skill selection. Mostly, it centers around this being a game we want you to play, not a web-based competition centered around who can get to 100 Million skill points the fastest.
There are work arounds for time constraints under the existing system. Set a short skill for the times when you are playing, a longer skill for the times when you are not available.
We are having a difficult enough time enforcing the issues caused by ISK and item sellers, let alone players selling characters on Ebay. We are not going to introduce another game mechanic that will allow 'character farmers' an easier time with their trade.
http://oldforums.eveonline.com/?a=topic&threadID=230187&page=3#63
i would still like at least a default skill.
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gunnar aztek
Royal Stoned United
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Posted - 2008.06.17 22:36:00 -
[491]
...
/signed
also: allow full access api to change skills ? (evemon anyone :D) -------- CCP can patch away bugs, but they can't patch away stupidity :P |
Tatosi
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Posted - 2008.06.20 06:28:00 -
[492]
I don't think there should be a skill queue. It would make the game easier. Part of skill training is planning when they'll end so you can be at your computer to switch to the next one. It's already easy enough to where we don't even technically have to do anything to train, we don't have to destroy enemy ships or do missions. All we really have to do is let it do its thing. The only strategic elements of skill training is of course what order you train them in, but also being there to switch to the next skill (time management). So why do we want to make it easier?
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To mare
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Posted - 2008.06.20 07:09:00 -
[493]
/signed
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Marcus Gideon
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Posted - 2008.06.20 12:17:00 -
[494]
Originally by: gunnar aztek ...
/signed
also: allow full access api to change skills ? (evemon anyone :D)
This, unfortunately, is why CCP won't allow Skill Queues just yet.
There's already a "black market" for skilled characters. You can buy someones 5 year old characters off eBay if you want to. Of course, CCP would rather you trade them legally, but that's also kinda lame IMO. Why even bother playing the game, if you're going to buy a character that's already mastered their career. Why go to college and learn business, when you can just put on a Bill Gates costume and be done with it.
If a skill queue could encompass (1) more skill after your current training, it wouldn't overpower the system. You can start a Lvl II skill, set Lvl III for later on, and come back a few hours later. If you start a Lvl V, and set another Lvl V, you can take that vacation you wanted without worrying that you're missing training time.
If you could link Evemon directly to the game, you could start a totally new character and tell them to learn Titans. Then pay Eve like you do the electric bill, and a year later have a Titan pilot you can sell on eBay to tons of cash. THAT'S why they won't let you have total freedom on skill training.
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Dmian
Starline Engineering Corporation
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Posted - 2008.06.20 13:50:00 -
[495]
Edited by: Dmian on 20/06/2008 13:51:05
Originally by: Marcus Gideon
stuff
Well, not exactly. The reason they deny external access to the DB is because it's too risky. They only allow access through the client, that they can control (they do an integrity check when you connect to the server to see if you haven't modified the software.) Allowing web access (or external clients access, for that matter) to the DB is putting the DB in jeopardy, risking the DB to a possible SQL injection or other kind of problems. So, whatever decision they take, it must solved using either the DB or the client. * API data is only read from the DB, so basically it's safe data.
So, still waiting for this (third paragraph from the bottom.) ----
Eve Alpha - The font of Eve - Get it here |
Soulgard
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Posted - 2008.06.28 14:28:00 -
[496]
IDK if this has been said and maybe i know too little of the game atm and being this thread is too damn long i have'nt read all the posts but with the skill queing idea.
Implement a way to have players acquire the ability to que one skill no matter what it is and or maybe with a restriction, using this ability uses up a que point for example.
The way to earn this que point is done in a manner which makes it counter productive for farmers, for example with mission running every so many missions we get a storyline mission, upon succesful completion of this storyline mission the agent rewards you a skill que point, this point again allows you to que up 2 skills of choice for training. Once this point is spent and a que has been created another skill may not be qued untill another point is earned, and to avoid an over powered system of skill training make it so only 2 skills maybe qued at a time.
As i mentioned idk if this has been said but if there is another system that farmers do not engage in maybe you can use that as a way to earn que points this way honest players benefit from it. Just an idea to throw into the pot. |
Ruhige Schmerz
E.M.P. Industries
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Posted - 2008.06.29 00:43:00 -
[497]
Too much thought and too little logic has gone into debating this topic. There's no reason to not implement the queue.
Problem: Skills keep training when you aren't subscribed. Solution: Make it so they don't.
Problem: People are only logging on to train skills and not play, and will never log on. Solution: Who cares? CCP is still getting their money from some idiot that thinks setting a long skill tree is 'playing'
Problem: Farmers will um.. do whatever. Solution: Who cares? These farming ops run 24 hours a day anyway with some new drone making $0.25/hr operating the farm character. You can be sure the skills they think they need are being constantly monitored and set as if it were queued. If they are macro-mining they almost certainly are macro-skilling as well.
Seriously. There are no logical arguments against implementing this. |
Tristaynia Dam'Ildain
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Posted - 2008.06.29 01:54:00 -
[498]
Not got much to add with this many pages of input.
I am an offshore worker, and while I have internet access out here the EVE ports are blocked, so currently I have to rely on friends to develop my character for the few months I'm a way at a time, which is a pain for them and doesn't always go as I want.
Would be great if before I go away I could just fire in a list of skills.
Or in my case even if i could log into the website side of things and change my skill from there!
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.06.29 02:00:00 -
[499]
In 17 pages, and 497 posts... has CCP commented at all? ---
Don't take my rantings personally. I'm more than likely arguing the point at hand, and anyone playing "Devil's Advocate" will feel my wrath. |
Hesod Adee
Militants of Xen
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Posted - 2008.06.29 09:24:00 -
[500]
Originally by: Ruhige Schmerz Problem: Farmers will um.. do whatever. Solution: Who cares? These farming ops run 24 hours a day anyway with some new drone making $0.25/hr operating the farm character. You can be sure the skills they think they need are being constantly monitored and set as if it were queued. If they are macro-mining they almost certainly are macro-skilling as well.
More to the point, the character farmers would already have some way to automate skill changes, unless something prevents their login (and this something would either be a ban, or something effecting other players). But if a queue does attract more farmers*, that just means that they all get lower prices.
And accounts that have only ever logged in to change skills or manage GTCs should already be flagged as suspicious. Especially if the character is then transferred.
*Personally I think that anyone willing to risk this long term investment should be capable of acquiring a skill changing bot. |
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ceyriot
Entropians on Vacation
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Posted - 2008.07.07 12:17:00 -
[501]
/me wants ones already
Faction Store - Killboard |
Danton Marcellus
Nebula Rasa Holdings
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Posted - 2008.07.07 14:23:00 -
[502]
This is another idea beating to death, then to a pulp and a wet spot, sucked up, frozen to a solid block and beaten some more. Can we have it stickied and shot down once for all why it's never going to happen?
Should/would/could have, HAVE you chav!
Also Known As |
Trebor Daehdoow
Gallente LEAP Corp Ursa Stellar Initiative
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Posted - 2008.07.14 16:31:00 -
[503]
I personally feel that the real thing that annoys people isn't the lack of a queue, but rather lost skill training time.
A simple solution for this would be as follows -- a background process that checks on the skill training status of all the characters, and starts them training a new skill if a skill has finished training.
I would suggest something like this: if the player is not logged in, and the last skill finished training 10 minutes or more in the past, then start training the known skill that will take the least amount of time to complete (and if possible, does not finish during a scheduled downtime)
I for one would pay a few million ISK a month for such an insurance policy. World Domination - It's fun for the entire family! EViE - The iPhone / iPod Touch Skill Training Monitor
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Katashi Ishizuka
Caldari Tritanium Workers Union
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Posted - 2008.07.14 18:06:00 -
[504]
People posting in this thread should stay abreast of the CSM minutes. A 1-skill queue has been approved and is on the development team's high priority list of features to implement, per the last CSM meeting in Iceland.
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soldieroffortune 258
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Posted - 2008.07.14 23:44:00 -
[505]
Originally by: Marcus Gideon
Originally by: gunnar aztek ...
/signed
also: allow full access api to change skills ? (evemon anyone :D)
This, unfortunately, is why CCP won't allow Skill Queues just yet.
There's already a "black market" for skilled characters. You can buy someones 5 year old characters off eBay if you want to. Of course, CCP would rather you trade them legally, but that's also kinda lame IMO. Why even bother playing the game, if you're going to buy a character that's already mastered their career. Why go to college and learn business, when you can just put on a Bill Gates costume and be done with it.
If a skill queue could encompass (1) more skill after your current training, it wouldn't overpower the system. You can start a Lvl II skill, set Lvl III for later on, and come back a few hours later. If you start a Lvl V, and set another Lvl V, you can take that vacation you wanted without worrying that you're missing training time.
If you could link Evemon directly to the game, you could start a totally new character and tell them to learn Titans. Then pay Eve like you do the electric bill, and a year later have a Titan pilot you can sell on eBay to tons of cash. THAT'S why they won't let you have total freedom on skill training.
ah, i see your logic there, i hadnt thought about it this way, so ok maybe add a max of 2-3 skills in the que, and they cant be a skill your going to train to lvl 5, maybe not even level 4, but anyway, its an ok idea
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Nayomi
Minmatar Mean Anglo-Danes
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Posted - 2008.07.14 23:46:00 -
[506]
Originally by: Emylissan I hate to say that but it could be heavy abused. Choosing a few "12 days to learn skills" in that queue and than safe the money for the subsciption, let it expire and make something else the next month, and than a month later you pay again and the chars skilled all those long time skills without that you had to pay. Its already nice that a started skills finishs even when the paid time expired.
That way ccp may loose alot money cause some people could simply stop paying and when they return their char is ready to fly the hulk.
Just set it up to freeze skill training when a subscription runs out. It seems like that is something that should already be in place anywaty.
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Hesod Adee
Militants of Xen
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Posted - 2008.07.15 06:08:00 -
[507]
Edited by: Hesod Adee on 15/07/2008 06:09:30
Originally by: Nayomi Just set it up to freeze skill training when a subscription runs out. It seems like that is something that should already be in place anywaty.
Skills continuing to train when the subscription ends is probably left in because it requires less coding (and debugging) than checking to see if an account has gone unpaid.
If CCP implements a queue that will not let you add more skills once the already queued skills will take longer than x days, then the amount of time an unpaid account will continue training is only x + {however long an unpaid account stays training now}. All without having to add code to check if an account has gone unpaid while it's still training.
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Nyx Spire
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Posted - 2008.08.03 04:56:00 -
[508]
/signed
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Hesod Adee
Perkone
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Posted - 2008.08.23 00:42:00 -
[509]
Lets discuss the kinds of queues that CCP could implement, and which ones we would prefer to see.
Currently I can think of the following kinds of queues:
Simple queue You make a list of skills to train. When one finishes, the next one starts.
Count limited queue A simple queue, however the lists of queued skills can never have more than x skills in it.
Time limited queue A simple queue, however if the training time of the queue is longer than x days then no other skills can be added to the queue.
The following options are not queues, but would still solve the same issues that a skill queue would.
Simultaneous skill training Players are allowed to have up to x (where x > 1) skills training on their account at any one time. When training n skills, all skills will training at 1/n of their full training speed. When one skill finishes then all the remaining skills speed up to training at 1/(n-1) of their full speed, since there are now n-1 skills being trained. When the last skill ends, nothing gets trained.
Backdated training I do not like this option, but it looks like it will use the least server resources. When you have no skills training and go to start one, the game will act as if the skill has been training since the latest of these following times: - When the previous skill finished on the account. - When skill training was last paused. - When the account last became active. - When you last plugged in an implant / used a jump clone. This means that if you have a 20 hour skill and the time looked up was 1 hour ago, you instantly get 1 hour of training. If you haven't trained for 20 hours and start a 1 hour skill, then it trains instantly and you now only have 19 hours saved up. To prevent possible exploits around implants the following would be required: - When you get podded, you must spend all of your saved training time (or run out of stuff to train) before you can load into the station. This happens at the training speed you had before dying. - You can not clone jump or add/remove implants unless you get your saved time down to under 10 minutes.
If any of you have any other ideas, please share them.
Personally I'd prefer to see simultaneous skill training because it would allow people to easily devote a portion or their training time to skill training while still getting access to new stuff at a reasonable rate. Maybe have simultaneous training with a queue so that if an skill ends, the next one on the queue starts.
Backdating just doesn't feel right.
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Tomar Canitul
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Posted - 2008.08.29 22:02:00 -
[510]
Perhaps a variant on this would be to have the ability to set a secondary skill to train at the same time as the first. make it fair by training the second skill at half speed. if the first skill finishes, then the secondary skill moves into the first skill slot and begins to train at full speed.
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